Me gusta.
Try to keep the lines running off the building symetrical… i.e. the line at the top of the arch…
Needs a texture to seperate the breeze block type texture and the solid concrete slopes but not the rusty metal ribs… front face needs to be solid concrete texture for the surround and perhaps… Perhaps the bunker texture will work better than the breeze block texture (same texture as the tower and door slopes for all the exterior walls of the building) making all brick work match
loose the AC unit or move to another location
bring the central reservation back to where the road starts to vertex and converge replace the tarmac texture with a blank tarmac texture from the point the 2 roads start to converge
Nearly there
Almost there. For me, it just need a “box” between the door entrance and the building, to not make it too abrupt…
https://www.dropbox.com/s/htgd4xv2uqbk975/DoorMockup3.jpg
(Don’t follow much my perspective, it is a bit fail in that pic. I only want to show that a room is needed between the door and the main building. My mockup2 explains better what I’m talking about.)
That rusted metal thingy (girders?) around the door isn’t so cool. Maybe this could be scraped, because IMHO it looks a bit out of place.
Cannot see ur pic, sorry!
Yeah, we need to keep a certain consistency in the maps
Looks better. Try to use this proportion for the rectangular prism area around and behind the door (see below).
From an aesthetic standpoint, the door you designed is a little too big for the building. Either shrink it down or make the building larger.
You also haven’t addressed the issue with the road yet. Layout-wise it doesn’t look good in its current incarnation and it’s not very realistic (some of the white strips are off center). Again, two doors, two roads would be the easiest fix or alternatively, one door, one road that later branches.
like the updated version… just a suggestion could you move one of the grunts onto that platform to the left. think at least one soldier would be on the “high” ground
Please, if at all possible, count me in as a tester! I would love to take a look at what you’ve done so far in person. I would be willing to compare areas from Half-Life 1 and rerun through areas of Black Mesa itself to check for consistancy in the basic design and in gameplay and other features. I’ve been very excited ever since you announced that you were readding these areas to Black Mesa. I would very much like to be able to contribute to your effort!
I agree with that. The door looks too big, maybe giant if you put an abrams near just to compare the proportion.
One simple road will do the trick. The whole ST chapter is crossed by one simple main road, so it will stay consistent with other sections.
Actually, now you point it out, I hadn’t actually fully realized it myself. I had consciously designed the road to indicate the path the player has to follow, but I hadn’t consciously realized just how far I’d gone with the whole thing. Since C2A5F you actually follow the road all the way through to C3A1A (Forget About Freeman). That’s really neat!
Aslong it fits all together and we don’t see some weird structures in it, so if we just play the game from the beginning, we finish it and we don’t notice your maps, then the project was a success
Glad to help, good sir! :freeman:
Since this area is the theme of the day, I’m going to post these here:
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Is it possible to script one of the marines to deliver an MP5 grenade at Gordon once the player see him in the garage? This was a semi-iconic moment in Half-Life as it was the only instance that showcased a marine using this weapon.
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Are you still programming the harrier takeoff in the background and if so, how will you visually orient the player to this event? The airstrike by the cliff was set up such that terrain forced the player to look at it, but no such things exists in this area’s layout.
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Not particularly. The only way I could do it is to have a grenade projectile flying towards him, but it wouldn’t necessarily have the fancy trail effect or anything. That’s the whole reason I have the scene the way it is now. It’s the best that can be done - the Marines have no input which makes them fire grenades at things. I worked on that scene a fair bit yesterday, and while I haven’t tested it yet - if all goes according to plan (which it bloody well should given the hours I put into it) that little shack should exhibit some beautiful destruction now.
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Not really, here’s why:
The reason I’d made those nonsensical silo doors the way they were in the first place was so that the player could see into the skybox from the ground level - but there was still somewhere for the LAV to emerge - and also a fictional entry/exit to the facility. But, alas, they were the subject of much scorn (probably quite rightfully) so I’ve replaced it with a building very similar to the bunker in C2A5A. It fits with the map, seeing as the building you enter to transition to C2A5H looks like one of those bunkers too. It also fits better with the rest of ST. So the harrier takeoff is probably a thing of the past, I’m afraid.
I’m also considering scrapping the hangar with the Harriers and replacing them with just a generic boring warehouse. Why? It seems a little inconsistent with the rest of Surface Tension to me. It requires A LOT of visual detail with relatively little reward. And it takes up a lot of space in the Skybox which contradicts the flow of C2A5H. What do I mean by this? I’ll show you with these horribly messy screenshots. Focus on the two square bunker like structures on the bottom right and you’ll see my problem right away.
C2A5G
C2A5H
What do you guys think? Should I get rid of the hangar or keep it/shuffle it around?
Don’t remove hangar. Keep it, it’s good the way it is now.
But it isn’t! The way it’s laid out currently C2A5H is physically impossible, as the map would take place in the hangar area on the top left of the 1st screenshot. An astute player would almost certainly realize that, it’ll break immersion. I think, unfortunately, I have no choice but to remove it.
So is the garg chase in a parking lot or in an open road?
The Garg chase is as it was in Black Mesa, along the tunnel.
Well, u can make e.g. a scenery in the back where u see a runway with hangars and such…
Where did all those hangers comr from?
The hanger near the helipad Osprey should stay i think it was a nice touch… You were going to move the harrier take off to seeing it before you blow up the door with the tow…? The runway is there?
How about an air traffic control tower also for skybox detail?
I think it was a good direction to give this part a unique flavour
How about flipping the hangar, turn-ways, so that instead of looking in the side you are looking in the back. Not sure how you’d design a nice back window for a hangar, but that would remove the inconsistency.